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==Races== [[File:Ravenloft 3e PC Lineup.jpeg|thumb|right|300px|The complete cast of races, as depicted in the 3e Ravenloft Campaign Setting.]] As a [[Dungeons & Dragons]] setting, most of the classic neo-[[Tolkien]] races are playable options in a Ravenloft campaign. [[Human]], [[Elf]], [[Dwarf]], [[Gnome]], [[Halfling]] and [[Half-Elf]] are all present and accounted for. But, its "Gothic Horror" slant does lead to a few tweaks, particularly in 3rd edition. Firstly, this is the setting that introduced the concept of [[Outsider Rating]], which is literally a stat to govern how much you spook the ignorant peasant-folk; this idea began in 2nd edition, but it was codified in 3rd edition. Secondly, the setting gave us the [[Half-Vistani]], one of the most pointless races ever, literally because the pure [[Vistani]] were deemed to be too important as a race of Plot Device [[Gypsy|Gypsies]] to make them playable. Finally, in 3rd edition, the [[half-orc]] was removed under the explanation that the [[orc]] itself did not fit a Gothic setting. Instead, its place was taken by the [[Caliban (Ravenloft)|Caliban]]; cursed, deformed, wretched [[mutant]]s. Okay, they were literally just cosmetic reskins over the half-orc's statblock (which was widely considered the shittiest in 3rd edition) and it took a fan to actually explore their full potential in [[Quoth the Raven]], but hey, at least you gotta give [[White Wolf]] credit for trying! Despite the fact that the setting was literally made by a horny vampire lusting for a human woman, [[dhampir]]s '''never''' appeared as a PC race in Ravenloft until 5th edition. This may not be as big of a mistake as some of the ones made in [[Planescape]], and certainly doesn't compare to the existence of [[Kender]] and [[Tinker Gnome]]s (but then, what ''can''?), but it shows how badly [[TSR]] could fuck up when it came to making an interesting setting. 5th edition also added the [[Hexblood]], essentially a spookier [[Half-Elf]] with drippings of the [[Pathfinder]] [[Changeling]] and 3e [[Hagspawn]], and the [[Reborn]], a generic [[Revenant]] meets [[Flesh Golem|Frankenstein's Monster]] type race. ===Families of Darkness=== One of the 3rd edition [[splatbook]]s for Ravenloft was ''Legacy of the Blood'', which contained mechanics for playing a party member who was actually related by blood to one of several of the [[Darklord]]s of the Core. Technically, these all require you to be [[human]] or human-touched; a [[Caliban (Ravenloft)|Caliban]], [[Half-Vistani]], [[Half-Elf]] may or may not be able to claim membership, with it largely depending on the family. A big part of the issue is whether or not the family will actually recognize you as a legitimate member. Whether [[Planetouched]] or [[Deathtouched]] could claim membership isn't addressed because, y'know, Ravenloft tried to downplay the fantasy elements a ''lot''. Being a member of one of the Great Families of the Core can score you some pretty nifty bonuses, ranging from custom ability score modifiers to access to unique family prestige classes and magical paraphernalia, but can also come with some pretty nasty curses too. '''Boritsi:''' Being related to ''the'' noble family of Borca gives you +2 Intelligence and +2 Charisma, the "Graceful Aging" racial trait (you live longer than average and only suffer -1 to physical stats are Middle and Old Age, but then -4 at Venerable Age, whilst you get +1 to all mental stats at the first two categories and then -2 at venerable), and an unusual take on the [[Favored Class]] mechanic. Not only is your favored class [[Aristocrat]], but you '''must''' take your first level in the Aristocrat class, and your Aristocrat levels must never be less than one-quarter of your total class levels - so a 20th level Boritsi ''must'' ber at least 5 levels in Aristocrat. This lineage accepts human, half-elf and caliban members. '''d'Honaire:''' Suffering a -2 penalty to Constitution, members of the d'Honaire lineage gain a +2 racial bonus to Heal and Hypnosis checks, and have the Natural Aptitude racial trait (pick a Knowledge skill of your choice; it's always a Class Skill for you). d'Honaires born in Dementlieu are also immune to all mind-affecting spells or effects, including drugs and Hypnosis (but not booze), so long as they are within the borders of Dementlieu. '''Dilisnya:''' Canonically, only humans of the Dilisnya line are brought up to as part of this dynasty's shadowy organization of spies, thieves and assassins. Those "born to the family trade" are forced to spend their 4 free skill points on Knowledge (History and/or Local), but treat Knowledge (History) and Knowledge (Local) as always being class skills. They gain the racial trait "Family Bond", which lets them make a Knowledge (History or Local) check at a minimum DC of 15 to track down a family member in the current area who may be able to help them out... so long as they haven't been, y'know, actively working against the family or selfishly exploiting their connections. '''Drakov:''' Whilst the Drakovs are prolific and their bloodline certainly cursed, only apparently pureblooded humans are recognized as official members of the dynasty. Once this happens, they gain the racial trait National Pride (+2 to Diplomacy and Intimidate checks in Falkovnia, -1 penalty against non-Falkovnians) but also the Family Curse. This lets them Rage as if they were a Barbarian 1 time per day (stacks with existing Rages), but forces them to require a DC 15 will save to ''not'' attempt to kill a foe who attempts to flee or surrender; if they do succumb to this murderlust, then they need to pass another Will save (DC 12 + 1 for every other death caused in this way in the past 24 hours) or shift [[Alignment]] one step towards Chaotic Evil. '''Godefroy:''' Technically, the pureblood Godefroys are extinct, but there are any number of unclaimed bastards and byblows, as well as legitimate heirs born to the still-surviving Foxgrove and Weathermay families of Mordent. Whether human, half-elf, half-vistani or caliban, a Godefroy gets +2 Charisma, -2 Constitution, and rhe racial traits Spirit Sensibility (+2 to Sense Motive with spirits and ghosts, -1 to Sense Motive with living people), Spiritual Magnetism (all free-ranging incorporeal undead within 1 mile must pass a DC 15 Will save or be compelled to approach the Godefroy and tell them their story), Haunting Curse (if the Godefroy kills a member of their own race, their victim can automatically become a Ghost with the Draining Touch salient power by passing a DC 15 Will save) and Ghostly Afterlife (upon death, a Godefroy automatically becomes a ghost). '''Hiregaard:''' The blood of the not!Russian rulers of Nova Vaasa is only found in pureblooded humans, as the family is literally cursed with xenophobia. Hiregaards gain +2 to Diplomacy and Gather Information checks, and use the Half-Elf aging tables, but suffer a -1 penalty to Madness rolls and have the Blood Curse racial trait, which causes them to roll on a unique Madness table whenever they fail a Dark Powers check, with different tables corresponding to different levels of corruption. '''Mordenheim:''' The book admits it's kind of cheating with this one, since Mordenheim never had biological kids, but mad science can always find a way around that. A member of the "good doctor's" family gains +2 Intelligence and a +2 bonus to one Knowledge skill (other than Religion) of their choice, but suffers -2 Charisma and the Curse of Godlessness; they can '''never''' take levels in any class that grants access to Divine spells. So no Cleric, Druid, Ranger or Paladin, just to start with. '''Renier:''' Perhaps the most prolific bloodline in this list... being largely made up of [[wererat]]s will do that to you. If you want to justify a [[shifter]] in Ravenloft, playing a Renier is a pretty good justification! A Renier gets +2 Charisma, but suffers from -2 Wisdom, the Curse of the Rat (-8 penalty to Fortitude saves made to resist contracting wererat therianthropy), and the Allergen racial trait (you are lethally allergic to a specific substance, like beef, jade, gold, silver, pears, dandelions, sugar, etc). '''DuBois:''' Unlike the others on this list, the DuBoises have no infamous history of their own; they were included for their noted interactions with the Renier family. A DuBois suffers a -1 penalty to all Charisma checks made against natural therianthropes, and has the racial trait Therianthropy Resistance; as well as giving them a +5 bonus to Fortitude saves to avoid contracting therianthropy, if they ''do'' become an infected werebeast, only their first transformation is uncontrolled. After that, the DuBois gains total control over their shapeshifting abilities as if they were a natural therianthrope. '''Von Zarovich:''' What more needs to be said? These poor bastards gain +2 Intelligence, but suffer the racial trait Taint of the Blood, which gives them one (or more!) of several family curses, from a +1% bonus to all Dark Powers Checks to being afflicted by Nightmares (Will save to sleep each night), from risking flying into a murderous frenzy in battle to potentially bring stunned by horrifying visions if wounded.
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